Sethai

Sethai

Joined Member # 2302684
5 Posts 84 Replies 19,872 Reputation

personally i'm with the people who think it's too slow at the beginning. so much in this game is locked away until you have the right techs, the whole game to me feels like one giant early game followed by a short and anti-climactic late game. you need to be about 40 techs in (across the board) before you can make any military units that aren't just naff units to scare away the monsters. so i do think it needs to be faster, although i'd also prefer it if half this stuff didn't have to

21 Replies 22,393 Views

[quote who="Alstein" reply="2" id="2837692"]Diplomatic option idea I saw from someone else: Spend diplomatic capital/gold to bribe monsters to attack other factions. Unsure if AI can handle this though. [/quote] yes, this got a lot of support when it was mentioned and i'd like to add my voice to that choir.

79 Replies 188,048 Views

[quote who="TarlSS" reply="15" id="2837696"]I would simply be in favor of A) Making ALL spells scale somehow via intelligence. (Enchants are more effective, summons less costly, etc) [/quote] actually i dispute this to a degree. we currently have a situation where there are very few spells worth researching in the midgame, and very fw spells capable of doing a worthwhile amount of damage by that point. to my mind, the solution would be to add some more powe

18 Replies 14,470 Views

imho personal mana limits, spell points or the such like seem like far too complicated a solution. i think essense is much better, straighforward, and people are familiar with it already. plus it will free up mana maint so that people can actually use summons and enchants.

18 Replies 14,470 Views

Just wondering if everyone could check their save games and report on how many techs they are researching in each of the categories; i think it would be interesting to note what the perceived importance of most of the categories is. ideally the spread should probably even, but i get the feeling most people are focussing on civics and warfare. state your allegiance and number of techs in each category at present as kingdoms i am sitting at 17/18/12/9/7 and this generall

16 Replies 8,428 Views

and once there are some more useful offensive spells in the midgame and onwards. personally i think there is too much mana maint floating around. using anything with mana maint in the early game is a really bad idea. i'd really wish imbuing was limited with a different mechanic (and a permanent one, to get around this issue). my preference would be bringing back essense and using it as the spell power stat; so a player has to choose between one powerful caster or many weaker ones. aga

18 Replies 14,470 Views

[quote who="DevildogFF" reply="24" id="2837199"] Few more things: The different screens for "New Spell Learned", "Your City is Idle", and technology map will always pop up one right after another without giving me the chance to address any of them first. Once the last one has popped up, I can finally address them going backwards. This is pretty annoying cause I'll go to choose whatever it is that pops up first and another screen will pop up! Also, the initial city ord

31 Replies 116,086 Views

in the early game the monsters currently work really well imho. while i can see the desire to see more cooler stuff in the late game, often i want to be focussing more on inter-faction warfare by that point, instead of fighting a never ending war with creatures, so i'm not sure how to call it. ideally, i'd like to see the monsters work as a game balancing factor; the more a faction dominates the others, the more and more powerful monsters it will attract.

11 Replies 8,457 Views

with 1 are you referring to unit special abilities? because i get that occassionally when fighting spiders and the like. my level 8 hero just sits there unable to do anything turn after turn getting tangled webbed, taking 2 or three damage a turn. but then i press the auto button and he wins?!?! some of the creature abilities need a massive rebalancing push. i have never had the second issue though.

8 Replies 5,476 Views

i really like the way expansion is balanced at the moment. not requiring food until you build houses makes much more sense. it allows people to grab resources without as much settlement spam (you can just hold them with your outpost until your real settlements are big enough to envelop them on their own). the monsters are good enough to stop a resource rush like in GC2 however. if i have one complaint it's that the world occassionally generates monsters in the early game that it is literally

13 Replies 14,575 Views

i agree with most of what you're saying. perhaps we could get a chainmail armour tech between leather and light plate? personally though, i don't really like the new recruitment limitting system. i know there had to be something to stop us producing our best units in outposts, but requiring them for unit sizes is a bad idea. not only does it not make sense, it will inevitably result in more individual units being built trhoughout the game, which we need less of not more. all those ind

9 Replies 4,114 Views

just conquered a yithril settlement as paridien and the nearby gold mines, whilst now displaying my icon, do not seem to be generating income for the settlement (they do not show up anywhere on the city info). they may have been attached to other nearby settlements which i razed before and after conquering this first one.

0 Replies 1,768 Views

personally even without the great mill materials are almost never a limiting factor on building anything beyond the early game. gold is almost always more significant. only a fraction of my citizens go on workshops. i think the costs (esp for units) need to be raised across the board. if the gold costs for recruited monsters were lowered too, than the latter might then become a viable option.

11 Replies 10,961 Views

the mana one is looking rather dubious. that's essentially the equivalent of running two free enchants or summons through the entire game. the only reason it's not currently a gamewinner is because there are no spells capable of dealing significant damage beyond the early game (except touch of entropy)

3 Replies 3,875 Views

am still getting the same CTDs on quicksaving, loading and on clicking end turn, as i was since the last beta and with increasing regularity over the course of a game. running intel quad core @ 2.4ghz, xp, GeForce 9600 GT

22 Replies 10,952 Views

i still argue the concept of level up bonuses is pointless anyway, as we talked about here https://forums.elementalgame.com/398815 better solution: ditch level up bonuses so people don't have to worry about these sorts of things. if you want cities to be able to specialise as they level up, assign these specialisations to buildings that require a certain level (and that y

24 Replies 103,806 Views

most of these things are just presentation issues, but they could do to be tweaked - game forgets when unit card is updated - can we get it to stop saying "your turn" after you kill the last monster? - can we finally get a picture for empire pioneers (or just give us the same one?) - is the random name generator ever going to be improved? i think you'd do better with a preset list of settlement names for each faction; would be one of the easiest ways to give th

0 Replies 1,611 Views

[quote who="greggbert" reply="1" id="2835354"]One change I would make is allow to buy your soverign equipment by deducting from your starting gold instead of your "creation" points. To me Those spellbook names make perfect sense.[/quote] this. there is a valid reason to invest in an item or two at the beginning of the game; it allows you to start levelling earlier and grab those handy goodie huts before others, so i won't dismiss the idea completely. however, i will admi

5 Replies 7,814 Views

population only generates income if you're playing the beta, and it seems like you're not. otherwise.... yeah, you'll need a gold resource. or grab yourself a merchant master npc. can't offer much more than that as there are very few options in 1.09.

8 Replies 4,354 Views

[quote who="kenata" reply="79" id="2834343"] Honestly, I don't like the auto-upgrade mechanic very much. In some ways it makes sense that I researched to shanties and now I may want all of my hovels to become shanties. Yet, at the same time, I now can not even build a hovel in a level 2 city for any reason, and as a player, I lose any reason to go back and manage my cities housing, since it completely done for me. With respect to hovels to shanties, it makes sense that your hovels

84 Replies 231,359 Views

i'd argue that the biggest problem with the AI building groups at the moment is that - the first group tech is such a huge jump in power in comparison to individuals. groups of three are 3x as powerful as individuals. it's an essential early tech. - the conditions for building groups are too complicated, requiring level 3 towns at least, plus a building (and another for archers) a human player prioritises overcoming these hurdles. without prescripted AI i can see

64 Replies 214,937 Views